457 reputation
313
bio website matt.scharley.me
location Australia
age 27
visits member for 4 years
seen Jan 25 at 6:00

Email: matt@scharley.me
Website: matt.scharley.me
Twitter: @mattscharley
CV: Stackoverflow Careers


Jun
9
awarded  Popular Question
Jan
25
awarded  Notable Question
Oct
25
awarded  Yearling
Aug
17
comment Is it worthwhile investing time learning Unreal Script when UDK 4 will be replacing it with C++?
+1 for everything here, though often if you're a year or more down the track with a project, it's usually not such a simple task to just switch technologies especially when there's something as fundamental as a completely new language involved.
Aug
13
comment Resolution Independent
Don't forget about 16:10 which is also a fairly common monitor size as well.
Aug
9
comment Prevent Multiplayer Cheating
@user185812: It's usually a good idea to wait atleast a few hours before marking an accepted answer. While personally I think my answer's pretty great (I'm biased), other's will likely have more input though and seeing an accepted answer is quite often a deterrent to others to answer.
Aug
9
answered Prevent Multiplayer Cheating
Apr
25
awarded  Popular Question
Oct
25
awarded  Yearling
Sep
29
comment How to write AI bots that can autoplay a shoot 'em up game?
Just a technical point: it wouldn't be a 4-dimensional flood-fill. This is a sidescroller, so it's only 3-dimensional (x, y and t) and it may even help to think of it as such. Each frame is a layer in a cube or some similar concept.
Sep
9
comment Going from using XMLSerializer to using the XNA Content Pipeline
This is essentially what I'm doing too. Use XML files for most of the content descriptions: these can be read/written by just about anything. Then add the XML files to the content project and away you go from there. Your tooling doesn't need to output XNB's directly!
Sep
4
answered In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool?
Sep
2
awarded  Editor
Sep
2
revised Optimal Compression for Speech
added 345 characters in body
Sep
2
answered Optimal Compression for Speech
Sep
2
comment Optimal Compression for Speech
@ashes999: It's a sound encoding, so I can't imagine so. Depending on what languages you want to use though, I suppose I can see more artifacts being introduced, depending on exactly how they do things... I honestly don't know though. My gut feeling though is no, it doesn't matter.
Sep
2
comment Optimal Compression for Speech
@ashes999: There also seems to be a .NET/Silverlight port too here: nspeex.codeplex.com
Sep
2
comment Optimal Compression for Speech
@ashes999: I don't know about Silverlight, but I know that Mumble has an Android version and uses Speex, so that platform at least is viable.
Sep
2
comment Optimal Compression for Speech
@bummzack I may be wrong, but I interpreted the question as "I have MP3's, how can I encode/compress them to make them smaller." Totally agreed on Speex too. Mumble uses it as a low-bandwidth codec for realtime speech, and it sounds great.
Sep
2
comment Optimal Compression for Speech
Just as an aside, if you use a good codec, attempting to compress further with a generalised compression tool like zip will do little to nothing. It may even make things worse.